Teaser: Mission Briefing

Setting: The King's Court
Heroes are to travel to Greenville and render Sheriff Chonmara whatever assistance he requests

Skills: Social! Research!

Success: PCs whill learn that Sheriff Chonmara is one of the good guys.

Failure: Heroes will figure it out eventually.

Act 1: The Road to Greenville

Setting: A random encounter between here and there

Skills: Social! Combat! Investigation!

Success: Heroes continue to Greenville.

Failure: TPK.

Act 2: Arriving at Greenvile

Setting: The small village of Greenville. The obvious places to go are

Skills: Observation! Social!

Success: Hereos will realize people are rather unhappy for such a prosperous village.

Failure: Heroes are clueless.

Act 3: Meeting the Sheriff

Setting: The Sheriff's splendid manor.

Skills: Social!

Success: Heroes will pump Bláthnaid Nic Chonmara (Otho) (Act 6) for clues.

Failure: Heroes are clueless, but there are clues to be found at the Market and in the Tavern.

Act 4: At Market

Setting: Greenvilles prosperous, though dour, market.

  • No one if friendly. -4 reactions
  • Greenville's cost of living is too high.
  • There are beetles. (Healer Eirmear's familiars.)
  • Mages come to Greenville to by Fumitory from the Healer, Eimear Ní Chathasaigh.
  • If the Heroes have struck out at Sheriff Chonmara and the Tavern, then have Healer Eimear show up.

Skills: Social!, Observation!

Success: Heroes no something is up and the Healer, Eimear, is implicated.

Failure: Heroes will have to get clues elsewhere.

Act 5: Sad Tavern

Setting: In Greenville's only tavern.

  • No one if friendly. -4 reactions
  • Eventually, someone will tell them to leave town.
  • Greenville's cost of living is too high.
  • Mages come to Greenville to by Fumitory from the Healer, Eimear Ní Chathasaigh.
  • If the Heroes have struck out at Sheriff Chonmara and the Market, then have Healer Eimear show up.

Skills: Social! Observation!

Success: Heroes will follow the Hearler Eimear lead.

Failure: Heroes will get their clues elsewhere.

Act 6: Bláthnaid Nic Chonmara (Otho)

Setting: Somehow, someway, the Heroes have found a way to meet with Blathnaid in private.

  • She admits to sending the message
  • She is having horrible nightmares (of Eimear'size: dungeon. No memories because of Healer Eimear gives her forget potions.)
  • The Hearler Eimear hasn't been able to help.
  • Hidden Lore (Conspiracies): the Otho's are known for being long lived

Skills: Social!

Success: Heroes will investigate the Healer Eimear (Act 7).

Failure: There are plenty of other reasons to investigate the Healer, Eimear.

Act 7: Investigating the Healer

Setting: Observing the Healer, Eimear Ní Chathasaigh

  • She has an orc bodyguard, Drâú Dwarfsnappa
  • She the wealthiest person in Greenville
  • She has a large garden (Act 8)
  • She has an elaborate outhouse (Act 9)

Skills: Investigation!

Success: Heroes know there is more than meets the eye.

Failure: Heroes nosiness will get them attacked by Drâú Dwarfsnappa.

Act 8: Healer's Garden

Setting: On the Healer Eimear Ní Chathasaigh's property

  • She has an orc bodyguard, Drâú Dwarfsnappa
  • Saffron grows here (astringent (necromancy-long life))
  • Fumitory grows here (skin (necromancy-youth))
  • The garden is over unmarked graves. (Body's are missing ograns–harvest for spells.)

Skills: Investigation!

Success: Heroes know there is more than meets the eye.

Failure: Heroes nosiness will get them attacked by Drâú Dwarfsnappa.

Act 9: Healer's Outhouse

Setting: On the Healer Eimear Ní Chathasaigh's property

  • The outhouse is elaborate
  • Drâú Dwarfsnappa practices Oracle by watching beetles feed on his dung at night

Skills: Investigation!

Success: Heroes know not to trust beetles

Failure: What they miss here isn't that important.

Act 10: Healer's Dungeon

Setting: Beneath Healer Eimear Ní Chathasaigh's manor. Either the Heroes are brought her as captives, or they find the place on their own.

  • Healer with Orc bodyguard, Drâú Dwarfsnappa will at somepoint bring this adventure to a bloody climax.
  • Doolish, a druid, is here, bound and gagged, with beetle grubs in his wounds. (His body parts are being harvested for spell components.)
  • There are 13 potions here: 6 forget, 6 healing, 1 youth
  • There is an evil aerolite. (This stoney silicate meteorite is cause of Draining.)

Skills: Investigation!

Success: The Heroes save the day.

Failure: TPK.